Dragon Age: Origins Choosing a Path. Dwarf (robber or warrior). Walkthrough of Dragon Age: Origins Dragon age origins dwarves

Before we begin to describe the passage of the game's storylineIt’s worth noting right away that the introductory parts of the narrative will differ from each other depending on which character you choose to save the world. To avoid confusion from the very beginning of the story, your humble servant considers it necessary to describe all the plot options. So, briefly and in order.

Dwarf - Crown Prince

After chatting a little with the servant, immediately go to the celebration, where you will meet your father. From him you will receive instructions to find your brother Belen, who is in the Test Arena. He will tell you that your other brother is planning something evil. As soon as you both have time to return back to the banquet hall, you will immediately be kicked off to some godforsaken city. On the way to it, you will meet a small number of opponents, which you should easily cope with, especially since a group of allies will join you on the way. Having reached the city, deal with a small detachment of mercenaries and receive a trophy in the form of a signet from the finger of one of them. Having entered the house, place your companions on slabs that stand out from the general background. After this simple procedure, you will become the happy owner of a shield from the sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committing fratricide you will be sent to prison. Before you have time to get used to the official environment, you will be sent into exile so that you can join the Order of the Gray Guardians. Having scattered all your ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable

Here, first of all, go with your partner to the tavern, where you will need to beat out a batch of lyrium, allegedly stolen from the Charter, from a local merchant. Having taken the goods from him, go to your owner Berat, who will not appreciate such official zeal and will accuse you of theft. To earn the boss's forgiveness, you will have to go to a kind of gladiatorial fight, in which you need to poison one of the opponents of your group. True, you will also have to replace the fighter who dropped out due to drunkenness by wearing his armor. Then distract Mylar with conversation while your accomplice poisons his drink. After this, you will find several trivial battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing your friend, make your way through the corridors, at the end of which you will finish off your employer. Now, with a clear conscience, get out into the street and after an unpleasant meeting with the guards, meet Duncan, who will invite you to go with him to Ostagar.

Man - Magician

After a short briefing, you'll be right off the bat as you'll be thrown into a bit of combat straight away. Then you will meet a magician named Mouse, who will recommend communicating with two spirits. The first of these will be the spirit of honor. You will receive a staff from him, but not before defeating him in a duel. Then, having gone a little further and scattered another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can engage him in battle or try to guess his 3 riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Return back, where, with the help of the Mouse, deal with the pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with whom you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will learn that you need to see the chief magician Irving, whose chambers are on the second floor. Having reached the place, you will come across a group of people in the corridor, including Duncan. After talking a little, ask him to leave and continue your conversation with Jovan. After you promise him your help, you will need to go to the center of the hall, where one of the subdued will ask you to bring him permission from the authorities, in exchange for a fire rod. Direct your steps to the laboratory where one of the sorceresses lives. During the conversation, you find out that she is ready to provide you with paper in exchange for clearing the warehouse of spiders (the warehouse is located here). Having completed the task, take the document from her and exchange it for a fire rod. Now you, together with Jovan and his comrades, will have a walk into the dungeons of the tower. After wandering around the catacombs and fighting off a number of guards, you will reach a room with a wardrobe and a statue of a cat. Having moved the first one and using a fiery blow on the second, move further, where a small skirmish and the desired Jovan amulet await you. After getting to the surface and meeting old acquaintances, from whom Duncan will dissuade you, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan who has approached, you will go to your brother’s bedchamber. Going into the kitchen on the way and sorting out my faithful dog with a whole battalion of rats, meet with your brother and talk to him, then go to bed with peace of mind. Having awakened and realized that you were attacked, bravely scatter the adversaries in the corners and talk with your mother, then go down to the main hall. Carry out a systematic clearing of the room there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with your dying father there, agree to join Duncan and go to Ostagar.

Elf – Urban

After the unpleasantly interrupted wedding, talk to Duncan and Valendrian. Having found out from them the reason for what happened, go to bring justice to the castle of Denerim. Entering through the servants' door, having previously chopped up all the guards, get hold of alcohol and poison (you will get fire water in the kitchen, and poison in the pantry). Use this potion to poison three more soldiers and move on to meet the kidnapper Vaughan. After killing him, escort the girls home and accept Duncan's invitation to join the Gray Guardians.

Elf – Dalish

When faced with a squad of people, deal with them together with your friend and go to the ruins. There, having reached the mirror room, you will meet an unfriendly creature, defeating which and approaching the mirror, you will wake up in your camp. After chatting with Duncan, first go to the elder's student, and then return to the ruins, destroying everyone in your path. In the mirror room, after talking with Duncan again, go back and tell the elder everything. Now you can safely go to Ostagar.

Elf – Mage

This plot fully corresponds to the story of the Man - Magician, so there is no point in repeating it again.

Ostagar

So, having reached Ostagar, the first thing I recommend is that you thoroughly look around and wander around the surrounding area. Having completed this task, go in search of Alistair - a new companion in your difficult endeavors. Having interrupted his intellectual dispute with the magician, accompany your new acquaintance to Duncan, from whom you will receive the task of collecting three flasks of demonic blood and getting old scrolls from the guards’ archives. Now, together with Alistair and two other party members, go to the swamps, where your squad will first be attacked by wolves, and then by those very demonic creatures whose blood you need to get. Having completed the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find it, give the plant to the owner of the kennel in Ostagar. The reward for this will be the fighting dog Mabari (it will become available at the end of this game segment). Having reached the ruins of an old tower located somewhere in the center of the swamp, your squad will encounter fierce resistance from all sorts of evil spirits. This is not surprising, because the sought-after scrolls should be stored in the chest, which stands in the middle of the ruins. But they are not there, since they have already been privatized by the family contract of the witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and going through the initiation ceremony, go to King Kaylan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on the tower, which has already been captured by enemies. Make your way upstairs, chopping enemies into fine vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, since on the last floor of the tower a hefty animal is waiting for you, responding to the nickname of an ogre. The advice for destroying it is quite simple - have plenty of healing potions with you and under no circumstances gather your squad together. If you do this, then in one attack the org will be able to inflict huge damage on all your comrades. Having dealt with the monster, light the torch, thereby completing the mission. Having woken up in Flemeth’s house and learned bad news from her, you have no choice but to go to the village of Lothering together with Alistair and Morrigan, who agreed to help your squad. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then along the way you will meet the Mabari dog fighting with several spawn of darkness. By helping the animal, you will find a loyal ally until the end of the game.

Lothering

Before you have time to enter the village, a bunch of extortionists will stand in the way of your squad, demanding money for passage. There is no need to stand on ceremony with them - take them all and chop them into cabbage. In the village, a bunch of side quests await you, but if you want to immediately move further along the storyline, then head to the inn. There you will have a small fight with Loghain's soldiers. If you show mercy to them, another character named Leliana will join your party. After this, heading towards the exit from Lothering, you will encounter a man named Stan locked in a cage. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency towards the prisoner. This can be done different ways- from bribery to threats, but if Leliana has joined you, then Stan will be released automatically. As a whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two nosy gnomes who are fighting off the attacks of evil spirits. In return, you will have the opportunity to sell the junk accumulated during your adventures at a rest stop.

Then you are free to choose which regions to go to first. The order of missions does not play a fundamental role, but your humble servant went through storyline games in the following sequence.

Mage Circle Tower

Once you reach the pier, persuade a man named Carroll to take you to the tower. Once you get there, you will learn from Gregor that things are going badly in the towers and if your squad enters there, the doors behind them will immediately close until peace and quiet and God’s grace sets in (keep this in mind in order to stock up on the necessary things in advance) . Immediately after entering the tower, you will be met by a squad of surviving magicians led by a person named Winn. Persuade her to join your ranks and together with her systematically make your way to the fourth floor of the tower. The first floor does not present any particular difficulties to pass, but on the second floor there are quite dangerous blood mages roaming around. In addition to them, you can meet the pacified Owain there and get a black grimoire, which Morrigan will like. On the third floor, among other things, beware of crazy templars and placed bear traps. But on the fourth, get ready to meet the demon of Idleness, who will send your hero into the darkness, and alone without the support of the team.

Dusk

Finding yourself alone, get ready for a fight with Duncan and his comrades. After defeating them, activate the Twilight Zone pedestal and talk to Niall. Now travel through the shadow portal to meet the rage demon. As a reward for winning, you will be given the ability to turn into a mouse. In this guise, we return back to Niall and click on the shadow pedestal. Five new directions will become available to you. First, go to the burning tower. Here you will find a lot of fire creatures, so the freezing spell will come in handy. Go up to the second floor, where, among other things, destroy the fire demon and gain the ability to transform into a burning man. Now you are not afraid of fire. Go to the location called Invasion of the Darkspawn. Now that you can ignore the flames, you can easily reach the hall in which the brave templar fights all sorts of scum. Help him cope with them, and he will present you with a form of spirit as a sign of gratitude. Well, go to get the last form in a location called the fragmented circle. Move forward and systematically take out all the enemies you come across, feet first. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, you will have to kill. Congratulations, you have obtained the final golem form!

Now you can safely go to clean up the Twilight Zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you in the same location where you found your last form, with the help of which you can easily defeat him. The next candidate for corpses is Utkiel the Destroyer, who closely resembles an ogre, lives in the invasion of the creatures of darkness. Having scattered his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghostly door and fight a lady named Jovena, as well as her two suitors. Don't forget about the burning tower area! The demon Ragos is waiting for you there. In fact, this enemy is much inferior to your Burning Man form, so killing him won't take much effort. The last guard on the path to the demon of idleness will be a certain Vereville, who lives in the templar’s ​​nightmare. Now you can free your comrades, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they can join you in order to help defeat the demon of idleness. This will not be easy to do, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so don’t yawn and transform into the necessary forms.

Mage Circle Tower

Having dealt with the adversary, you will be transported back to the tower, where the first thing you will do is looting - remove an extremely useful thing called the Litany of Andralla from Niall’s body. Before the stairs to the top, you will have to talk with the templar Cullen, who offers to finish off all the surviving magicians. Whether you agree to this or not is up to you, although you can abstain. At the top, another enemy, Uldred, is waiting for you. Besides his ability to transform into a giant demon, he can also turn the remaining mages against you. To prevent this from happening, use the selected Litany of Andralla on them. After victory, return to Gregor in the company of Cullen or Irving to secure his promise of help in the final battle against evil. After walking around the tower to your heart's content, head to the village of Redcliffe.

Redcliffe

The first person you will meet in this area will be a certain Thomas, who will tell you about all the horrors happening in the village. Having entered main temple, you will see Ban Tegan and discuss with him the sad state of affairs. He will ask you to help the local mayor Murdoch and the knight of Perth organize the defense. First, go to the mayor, who will direct you to the blacksmith Owen, so that he can tidy up his worn-out uniforms. Having reached his house and persuaded the blacksmith to do the work in exchange for a promise to find his missing daughter, return to Murdock. Now go to the mill for a rendezvous with Sir Pert. He will ask you to go to Mother Hana to bless the upcoming battle. There is nothing to do, satisfy his pious whim. Having done this, return to the knights and wait for darkness (for it to come, click on the corresponding inscription in the conversation). As night falls, the battle will begin. After you have repelled several attacks from animated skeletons, you will be informed that things are going badly in the church area and you need help there. Go to a given position and continue crushing the living bones in a new place. After the battle, talk to Bann Teagan and go to the castle in search of Eamon and Connor in the company of Eamon's wife Isolde. Go down into the dungeon through the entrance located in the mill and, after passing through a short corridor (along the way you can decide the fate of Jovan imprisoned in a cage), you will find yourself inside the castle. Here, in addition to the next portion of opponents, you will also find the lost daughter of the blacksmith. Don't babysit her and send her on her own to her dad. Once out into the courtyard, immediately open the gate so that your allies arrive in time to help you defeat another company of ghouls. Going upstairs, you will see the desired Connor and Ban Tegan. Both of these characters are clearly out of their minds, and Tegan will also rush at you with bad intentions. Having dealt with him, take care of the main problem in the person of Connor. The best option (although not the only one) to solve this problem is to ask for help from a circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are required to enter the twilight and fight the demon that has possessed Connor. Having expelled him, you have to find a way to heal his father, Eamon. To complete this task you will have to go to the city of Denerim.

Denerim

First, go to the house of Jenitevi's brother, who, alas, will not be there. But on the threshold you will be met by his assistant Waylon, who will inform you that the person you are looking for has set sail for the area of ​​Lake Kalenhard. If you try to talk to this dubious person or simply go to the back door of the house, the impostor will give himself away and attack your hero. In a popular form, having explained how he was wrong, you will find in the back room the body of Geniveti’s real assistant, as well as information that you need to look for him in a village called shelter. There is nothing to do, follow in the given direction.

Village

It cannot be said that in this outback they are very happy about the appearance of your squad, so do not waste time and immediately go to the chapel. There, after a short conversation with Father Eirik, send him to the next world, as well as his comrades who came to his aid. Take the medallion from Eirik's corpse and in the next room behind the secret passage you will find brother Jenitevi, who will invite you to go to the destroyed temple.

Destroyed Temple

Once inside the temple using the medallion, get ready for a warm welcome with a whole bunch of enemies. Robbers, cultist magicians, and spirits of ash in the company of archers live here. Your goal is to get to the rooms of the cultists, in one of which you will get the key to the previously locked door. Go back and go to a previously inaccessible area, where you will find another key. Open another door for them and, walking forward a little, you will find yourself at a fork. Which path you choose does not matter. In any case, your squad will meet with new party opponents, including large and small dragons. After dealing with these dinosaur relatives and collecting trophies, you will meet the cult leader Kolgrim. Here you can choose from two options - agree with his proposal or go for a banal murder. It’s easier to choose the second option, and besides, you’ll get hold of a signal horn. Now, with a clear conscience, get to the surface. Ignore the flying dragon (although you can use the captured horn to challenge it to battle) and go into the next building. Here the guardian will meet you and enter into a lengthy discussion with you. Don't lose your temper and you'll easily be able to move on to the testing room. Here you will be asked riddles. If you answer everything correctly, you will move on unhindered; if you make a mistake, you will have to wave your sword. In the next room, your evil doubles are waiting for you, after the battle with them you will have to solve another puzzle. To solve it, simply place your teammates as indicated in the screenshots, gradually moving the main character forward along the bridge.



When one hero crosses the abyss, the rest can do the same. In the next room you need to take off your equipment so that you can go further. Now we take the coveted sacred ashes and leave the caves. Enter the temple again and make Brother Genitivi happy, then return to Redcliffe Castle, where you will heal Eamon and enlist his support in the final battle. All that remains is to negotiate with the gnomes, the road to which runs through the frosty mountains.

Frosty Mountains

On the way to the gnome capital Orzamar, you will encounter another group of hunters for other people's property. I think that you yourself have guessed what exactly needs to be done with them. Once you reach the city gates, you will witness a verbal altercation between the guards of Orzamar and a group of Loghain's men. You can kill a squad of homo sapiens, or persuade them to leave here.

Orzamar

When you enter the city, first of all discuss current affairs with the head of the council, Bandelor, who is located in the diamond district. During the conversation, it turns out that your squad will have to take one of two sides in order to prevent unrest in the city. You can seat Harrumont or Prince Belen on the throne. Since your further actions will differ depending on the chosen side, I will describe both scenarios.

If you decide to support Lord Harrumont, then after talking with his representative, you will find out that two brave fighters do not want to side with Harrumont in the testing arena. You will have to have an educational conversation with them. The first of them, Gviddon, will have enough of your eloquence, but Bayzil will balk and demand in exchange for his consent to bring him the letters stored in the indicated place. There is nothing complicated in this order, so when you bring what you need to Bayzil, he will agree to participate in the fights. True, you will also have to wave your sword in the arena, and not just once, but as many as 5 times. Having emerged victorious from all the fights, go to the local tavern, after which you will be granted an audience with Lord Harrumont.

If you choose Belen's side, you will again have to talk with the candidate for the throne not directly, but through an intermediary. He will instruct you to act as a messenger and take incriminating correspondence to Lord Helmy and Lady Days. With the first, everything is simple - he is resting in a tavern and, after reading the letter, immediately agrees to take Belen’s side. With the lady you find in the diamond area, things are a little more complicated. She will send you to her father. Follow the indicated area, completely teeming with various evil spirits. Help Lord Dace fight them off and hand him the letter. After this, go back and receive an invitation to Prince Belen.

Whichever side you accept, further instructions will be the same. Go to a dusty city and deal with a gang led by a certain Jarvia. On the main square of this seedy town, talk to Nadezhda, sitting by the fire. She will point you to a door through which bandits regularly pass; all that remains is to get the key to it. It is located in a nearby shack, where you will be greeted by a small enemy squad. Having dealt with him and taking the key, use it to unlock closed door. When faced with a guard naively demanding a password from your team, cut it off and move on, destroying everyone in your path. Once you reach the prison, free the prisoners and go forward to meet Jarvia. The battle with her will not be easy, due to her bullish health and the large number of minions getting under your feet. Finally, having defeated the beast, return to bow to the pretender to the throne for a new task.

And it will not be easy at all. The essence of the order is as follows. You need to find such a super female blacksmith named Branka, since it is she who has the decisive vote in choosing the new king. To complete this mission, you will have to go to a location called the deep paths, where at the very beginning of your journey you will meet the husband of the desired heroine, Ogren, who will join your group. Having reached the Karidina crossroads and dealt with your opponents, go into the cave, after which you will find yourself in a large hall. The number of enemies in this zone is simply off the charts, and on the bridge your invincible squad will be warmly greeted by an ogre who arrives in time. After passing the hall, go through the tunnel, cutting down everyone in your path, you will finally reach Teiga Ortan.

Having visited this location, you will encounter extremely unpleasant opponents in the form of giant spiders. The only good thing is that arachnids attack not only brave heroes, but also supporters of dark forces, which you will witness when you reach the large hall. Clear out the remnants of the surviving adversaries and go through the corridor, after which you will find yourself in another room with a new batch of opponents. Also, here you will meet a half-crazy gnome, Rook, with whom you can talk. Drive forward like a bulldozer and pretty soon you will meet the mother of this entire spider brood. I advise you to use various inhibitory spells more often in this fight in order to reduce the boss’s irrepressible jumping ability. After the victory, read Branka's diary, from which it becomes clear that your further path lies in dead ditches.

Once you reach the bridge, you will witness the brave resistance of the dwarves to the forces of darkness. Help them deal with the hordes of adversaries, and then cross the bridge freed from enemies and run to the gate. Since they are closed, you will have to go around through a side tunnel. By the way, after rummaging around a little, you will find a set of armor dead legion. Having gone a little further and finding yourself in another large hall, you will be subject to targeted fire from archers. In addition, their leader has a particularly powerful bow, which will make further battles a little easier for you. Nearby in the tomb you will find another piece of armor, after which you can safely continue your path forward to the hall where animated skeletons live, and another piece of armor awaits you in one of the coffins. After wandering through the corridors, you will meet a crazy woman who will tell you that Branca has moved on. Blow into the temple of the dead legion, in which you will find the last piece of armor and the key to the door leading out of the dead moat area. Behind the door, find the medallion lying in the coffin, and destroy the ghosts that have flown out of nowhere. Well, now get ready to fight the new boss! Chopping up this overgrown octopus is neither easy nor quick. The main thing is not to attack him head-on, but rather start by destroying the tentacles. When the miracle Yudo loses his limbs, he can (and should) move into close combat. After defeating the boss and going into the next tunnels, you will unexpectedly meet Branka. Now you need to escort her to an artifact called the anvil of the wasteland. Your squad without special problems will overcome new corridors until he finds himself in a room filled with gas and inhabited by four golems. First, turn off the gas by activating the valves on the sides, and then deal with the opponents one by one. After passing through the next room, in which golems are also waiting for you, you will find yourself in a hall where you will be attacked by the spirits of gnomes, animated by a mask on the column. To cope with this witchcraft, after each destruction of the spirit, you will have to hammer on the anvil standing right there. After seven or eight repetitions of this exercise, you will be able to begin the final (by God, I’m not lying!) fight in this location. Here the game again gives you a choice of which side to take. If you support Branca, you will have to fight against Caridin and his four associates. On your side will be Branka herself and 4 more golems. If Karidin sympathizes, he will have to cope with his own forces with the support of three golems against Branka and her four stone assistants. Whoever you choose, in the end, you will be given the perfect crown and sent on your way. With the trophy you have received, you will go straight to Orzamar to perform the coronation of your chosen heir. By the way, no one is stopping you from changing your previously made decision and placing any of the two contenders on the throne. Having restored the monarchy and enlisted the support of the newly-made ruler, it’s time to stomp into the Brecilian Forest to free the Dalish from the invasion of werewolves.

Brecilian forest

Upon entering the forest, you will immediately be stopped and escorted for a conversation to the elder Zatrian, who will tell you that his fellow tribesmen are being attacked by werewolves and therefore the elves have no time to help you now. It’s another matter if your squad, out of the kindness of their hearts, copes with the leader of the werewolves living in the depths of the forest. Having agreed to complete this task, be prepared to exterminate not only werewolves, but also the already well-known spawn of darkness. True, a little later your squad will meet one of the leaders of the talking wolves, with whom, with a certain amount of eloquence, you can part ways peacefully. Further, having made your way to the edge, you will meet extremely unfriendly Ents. When the enraged trees are turned into sawdust, your party will be able to get to their leader, who is quite peaceful. This huge oak tree will ask you to bring him an acorn that was stolen from him by some crazy person. On the way to the eastern part of the forest, you will meet a dying female werewolf who will ask you to give the scarf to her husband. Take it - it can help you get through. The elderly kidnapper is located in the hermit's clearing in the northeastern part of the forest. You will have several ways to take the acorn from him. For example, exchange it for some other item (a previously received scarf will do). Although I personally preferred the option of killing this forest pest. We return with the loot to the oak tree and give it the stolen acorn. In return, he will provide you with a magic staff, allowing you to go into a previously closed area of ​​​​the forest, where you will be attacked by the already familiar local leader of the werewolves. Having dealt with him, go to the ruins in search of the most important ghoul.

Ruin

Go down and systematically destroy the evil spirits crawling under your feet until you reach the large hall. Here you will have to fight the first serious dragon in the game. Before you start attacking the fire-breathing lizard, I strongly recommend disarming at least some of the traps, which are found in abundance here. It is best to harass the adversary himself with the help of ice spells, keeping magicians and archers at as great a distance as possible. In addition to a significant reward for victory, your group will be able to advance to the second level of the ruins. Here, skeletons will also join the spiders, and when you reach the next hall, you will encounter the ghost of a child, who, however, does not pose a danger. Having gone out into the corridor and having reached the fork, it is more advisable to turn right. By the way, right there you can find a blue crystal, with the help of which you can obtain the specialization of a combat Mage in the next room with the altar. Having overcome a couple more rooms stuffed with traps and enemies, your invincible armada will have to battle with a creature called witchcraft horror. He is absolutely nothing terrible, so when you have mastered him, bravely dive into the lake and get ready to find yourself in a werewolf lair.

There will be a small battle with shaggy enemies, after which you can get an audience with the leader of the werewolves. Once again, the game gives you the freedom to choose the side you will fight for. Having decided to support werewolves, you, in the company of a fanged company, will go to the elf camp and organize a massive genocide there. If you support the elves, your group will have to seriously reduce the number of wolf shifters. Well, the most profitable solution would be the option of removing the spell from the long-suffering inhabitants of the forest. To do this, you will have to bring Zatrian to the lair and strongly persuade him to do a good deed. After this, return to the elf camp (if you did not slaughter it on the werewolves' side) and obtain a promise from Zathrian's successor Lanae to help you in the final battle, which is just around the corner.

But before you enter it, you have to go to Radcliffe Castle, where Earl Eamona decides to hold a general meeting to elect a supreme ruler. However, all the main actions will take place in Denerim, where you will move after a conversation with Lord Radcliffe.

Denerim

When talking with Loghain, I strongly recommend choosing the most loyal and streamlined phrases, and most importantly, you should not mention Alistair in the conversation if you want to put him on the throne. After finishing the dialogue, you can safely go to Earl Eamon’s office, where the queen’s maid will tell you that her mistress was kidnapped by Earl Howe and is being held in the mansion against her will. Embark on a rescue expedition to rescue Her Majesty from the mansion of Earl Denerim. On the way to the estate, local punks will attack you, so be prepared for such a turn of events. Having reached the house, you will understand that you will not be able to break through the front doors, so, following the advice of the maid, go around to the back entrance, fighting a group of guards along the way. Next, you can wait until the queen’s maid distracts the guards’ attention from the back entrance, or you can brazenly break in and cut everyone off. True, I highly recommend that you walk around the mansion using a disguise. Otherwise, a tour of the estate will be too bloody. Having reached the queen's room, it turns out that a magical seal has been placed on the door, preventing her from leaving. Now go to Howe's room, where you can get hold of interesting documents stored in the chest and try to break into the treasury located nearby. From the office, go straight down to the basement, where you will come face to face with the guard. However, you won’t have to engage in battle, since the quick captive will quickly strangle him and change into a trophy uniform. From this moment on, the disguise ceases to work and you have no choice but to fight with each of the opponents you encounter. Also, do not hesitate to free prisoners from captivity along the way. A little later you will meet Earl Howe. Howe himself does not pose a serious threat, but with two magicians you will have to tinker a little. Having dealt with him, return to the queen’s room and lead her out. However, Loghain’s people will already be waiting for you there, who will offer you to surrender.

If you choose this option for yourself, be prepared for the forced release of the hero from prison (on your own or with the help of your loyal comrades). In the company of comrades, you will just have to break through the fort’s guards and get to the cell in which he is imprisoned. main character. The reverse is exactly the same. The self-release option is more elegant. First you need to lure the guard into your cell and take possession of the coveted keys there. Next, get first to the chest with your equipment, and then to the mannequin with the guard’s uniform. Now you need to get the password. This is not at all difficult to do if you have the skill of pickpocketing. Just steal the piece of paper with the password from the pocket of one of the guards. If you do not have such talents, then after meeting with the colonel and talking with two recruits, go to the quartermaster and threaten him with problems with the colonel, after which he will give out the blades. After talking with the colonel again and answering his question: “No discipline,” go to the exit, where you will find out the password from one of the guards - “Rabbit.” Now go to Eamon's mansion.

If you do not want to surrender, you will have to fight Loghain’s people, and then go to Eamon’s mansion and talk with him and the queen, from whom you can enlist support at the upcoming council.

It's time to visit the Elyphian Region, but before that, visit the local tavern and talk with the previously freed prisoners.

Elifia District

After learning that the elves are suffering from the plague, go to the main square, where you will meet a character named Shianni. From her you will learn about the existence of a dubious hospital, behind whose walls strange things happen. Having entered this establishment from the back door, having previously killed the guard, we explore the premises of the hospital and find a letter there. After this we select Fresh air, having scattered several opponents there, and again we speak with Shianni. Now she sends you to a house near the hospital. Make your way through this building, defeating a small group of soldiers, and then head into the storage areas. There you will meet another elf named Devera, who better convince her that fighting with you is a futile task. Moving forward with her and killing small riffraff along the way, you will reach the main villain of the local spill, Caladrius. You don’t have to fight him at all, but you can simply agree on a deal in which he will provide you with incriminating evidence on Loghain, and you will let him leave. However, if you choose a forceful solution to the issue, you will get what you want, especially since this mini-boss is not very difficult. After leaving the room and talking with Shianni, go to the land meeting.

Land Assembly

During the debates, do not let Loghain down and fight off his attacks against you. Also, do not forget to mention the threat posed by the creatures of darkness. If you have secured the support of the right allies before the council in advance, then you should not have any big problems. Realizing that he lost the election, your opponent will become furious and attempt a coup. Pacify this endeavor in the bud, after which you will have to fight Loghain one on one. This is not an easy task, since your opponent is a skilled fighter with good armor. A magician is best suited for the role of a duelist with him, due to his ability to use paralyzing magic. The fighters will have a hard time, but a large number of healing potions will help them. After defeating your opponent, you can choose one of three options - kill him, spare him, or spare him and turn him into “Gray Guardians”. Depending on the decision made, the game will provide you with various options for dividing the throne, from which you can choose any one you wish. So, the kingdom is united, it's time to enter the final battle!

Final battle

First, head to the familiar Redcliffe, which has already been attacked by the Archdemon’s minions. All the survivors took refuge in the castle, where you actually need to go. The walk to the estate will be easy, because you will not meet any serious opponents along the way. Unless a lost ogre wanders into the castle courtyard by mistake and this will be his fatal mistake. Having broken into the castle, talk with Eamon and Riordan and learn from them that the Archdemon’s army has decided to deliver the main blow to Denerim, so the whole honest company will have to return back. Riordan will also report that only the “Gray Guardian” can defeat the main adversary, and even then at the cost of his life. Don't rush to get upset! In a conversation with Morrigan, you learn that you have a chance to survive the final battle if you “help” the charming witch get pregnant from you. If you are playing as a female character, then you will need to persuade Alistair or Loghain to do this procedure. However, you can refuse this tempting offer. In this case, your hero will die at the end of the game, and the disgruntled Morrigan will leave your squad immediately. Having gone to Denerim in the morning and hacked up all the goons in its vicinity, go to talk to Riordan. Here, in addition to the assignment to find and destroy two enemy generals in the company of 3 comrades, you will gain access to the forces that were promised to you as support in the final battle during the game. Which armies will be available depends on the decisions made earlier. They can be used by one squad at each game location, so use them sparingly and profitably.

To begin with, go in search of the first general in the elfinage, where you will meet with Shianna, who will report that the barricades are about to break down. Go to the aid of the defenders of the area and destroy all the small riffraff from behind the barricades, but take a close look at the general who is left alone, surrounding him from all sides. Any army specializing in close combat would be well suited for this task (Radcliffe's army or werewolves would be just right). Now go to the market square, where the second brave general is waiting, surrounded by loyal ogres. The principle of its elimination is exactly the same, so you shouldn’t have any problems.

Having dealt with this sweet couple, move to the palace quarter, where after watching the video it will become clear that your path lies in Fort Dragon. On the way to it, it makes sense to send another army forward so that it can help deal with detachments of various evil spirits. True, before storming the fort you will have to repel wave-like enemy attacks from the gates of Denerim. After this, you can safely break into the fort. On its first floor, only small riffraff are waiting for you, which can be easily exterminated from a distance, but on the second floor you will have to tinker a little, since more serious rivals are crowded there. Although, there is no point in focusing specifically on them - as the game progresses, you had to participate in more difficult battles. Finally, go up to the roof and take a deep breath, you will have a final fight with the main villain of the game - the Archdemon dragon.

Archdemon

When fighting him, don't hesitate to use your best powers (mages, golems or elves). Watch his movements carefully. As soon as he decides to breathe fire or rises up, try to have time to withdraw your people from the affected area. When his life level drops below 50%, he will begin to call upon his minions in huge numbers for help, and with his last breath he will make walking bombs out of them, exploding the unfortunate ones near your allies. Sooner or later he will run out of strength, and he will fall to the ground dead.

Now you've completed the gameand I hope this description helped you

I discovered that the link in the Guide is just a collection of instructions for leveling up a character with some general spoilers on the plot, which, of course, IMHO, is not fully called a walkthrough.

So, you are the second child of King Endrin Aedukan of Orzammar. The story begins with what you learn from your closest ally Gorim from the Warrior caste of an operation against the Spawn of Darkness scheduled for tomorrow. This is your first assignment as the new commander-in-chief of Orzammar, and your appointment will take place today. This event will be marked by battles in the sacred Arena of Trials, and a feast is planned at the end.

Gorim will present you with a shield as a gift and ask how you want to spend the time remaining before the feast - either watch the battles, or visit the merchants who today, with the permission of King Endrin, can trade in the quarters of the nobility.

I recommend going through the rooms and cleaning out all the shelves, chests and cabinets available to you - you will get additional experience, pages in the codex and things that you can sell to merchants and get small sums. In your brother Belen's room, you will find his girlfriend Riku (more details about her can be found in the background for the Dwarf Commoner), but you will not learn anything particularly important.

Not far from the entrance you will see two loudly arguing gnomes - Brantin Volney and Guardian Gertek. If you demand an explanation, you will find out that Gertek unearthed some facts compromising Volney's ancestor, which his descendant would prefer not to see published. You can support Gertek for the sake of historical truth (and also demand a reward if you want, and even order Gorim to kill Volni), or take the side of the aristocrat - hint that the scientist can be removed, or convince him to spare the Guardian.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

Merchants can sell all the rubbish that you find in the rooms of the palace. The arms dealer standing near the exit from the Diamond District will offer you an amazingly crafted dagger, claiming that it is just a gift - you can simply refuse, accept this gift, or kill the giver for daring to offer it to a member of the royal family.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

In the Diamond District, you can meet ladies whom Gorim calls “noble hunters,” who are engaged in seducing aristocratic men in order to conceive a son with them, which can serve as a reason for assigning the mother a higher status.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

If your character is a man, then you can invite these ladies to your room for the evening (this can give an additional quest in the future), or recommend them to your brothers. Trian, your older brother and heir to the throne of Orzammar, and Belen, your younger brother, are also now walking through the Diamond District.

You will be escorted to the Arena by special security - you will be able to watch the fights or take part in them. In the latter case, you will have to fight 4 opponents in turn, and you will be awarded a helmet for victory. You can sell it later or give it to one of your opponents.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

When you return to the Palace, go straight to the Throne Room - Gray Warden Duncan and Lord Days will be there. The latter will ask you to support his claims to return the rights to the surface people - the gnomes who left Orzammar to the surface.

Lady Helmy will immediately tell you that Lord Days also has a vested interest in this matter. You can immediately fulfill Dace's request, or first talk to him and either demand a duel of honor in the Arena (you will have to fight with Dace's son), or demand a decent bribe. In the latter case, it is worth changing the receipt from the merchants before talking with the king - later you will no longer have this opportunity. As a result, you will receive decent starting capital.

After speaking with your father King Endrin, you will need to find Trian. He will either be in the arena, or, if you have already been there, or in his chambers.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

After this conversation, you will be transported to the next day, to the abandoned Edukan teig, where you will need to find a relic of your family - the shield of the Perfect Edukan. There will be nothing particularly interesting here - rare attacks by the Spawn of Darkness and a meeting with a couple of comrades: a warrior and a robber. The latter will be useful in light of the presence of locked chests and traps in the locations. The biggest problem is a fairly large group of Spawn of Darkness led by Garlock the leader, but you can lure enemies towards you using bows.

In the Edukan taiga, you will come across a detachment of mercenaries who have already killed the Spawn of Darkness and now want to find out from you the exact location of the Edukan shield. In a conversation, you will in any case provoke a fight.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

Be careful - there are many traps here, and the ballista can cause serious damage to you. It is better to retreat from the firing zone and lure the enemy towards you. Nearby there is a passage to a secret room, where you needed to get. After killing the mercenaries, remove the signet ring from the leader’s body that opened the door to the teig, and go there.

To get the shield, place your companions on three slabs slightly recessed into the floor (they still creak at the same time), and then use the ring entrusted to you to open the sarcophagus.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

Outside, a pack of creatures of Darkness will immediately attack you. After clearing the area, return to the meeting point with the rest of the troops. To avoid running around, load the ballista with bolts found in the barrel and demolish the stone blockage. The opened passage will lead you straight to the right place.

Depending on the outcome of your conversation with Belen (whether you decided to deal with Trian or do nothing), either you will stumble upon Trian and he will attack you, and you will have to kill him, or his already dead brother.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

In any case, immediately after this, your father, Belen and Lord Harrowmont will appear nearby, and you will be accused of murdering your brother and heir to the throne. Gorim will convince everyone of your innocence, but two other companions will betray you and announce the treacherous murder of Trian. And if there is no faith in the words of the rootless scout, then the words of the second warrior, whom, by the way, you could be the last to defeat in the Arena, will become fatal.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

As a result, you will be thrown into prison (all things will be lost except DLC and money), and after some time Gorim will come and inform you that you will be sent to the Deep Roads to die from the clutches of the Spawn of Darkness. You will also have the opportunity to gossip about Belen’s long preparation for such an event. Gorim will also inform you that Duncan and several other Gray Guardians went to the Paths in this area - so your salvation is in meeting them. In addition, Gorim will tell you that he was expelled from the warrior caste and is being sent to the surface. Lord Harrowmont will give you a sword and shield just before the exile.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

On the Deep Roads you will encounter several single spiders and Spawn of Darkness. Duncan is located in the very south of the location.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

Having seen you and listened to your story, Duncan will invite you to join the ranks of the Gray Guardians (using the Right of Summoning, if necessary), and after that you will go to Ostagar.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

Noble origins

This quest is only available during Orzammar if your character is a male Dwarf of noble birth and if he spent the night with Mardi, the Nobility Hunter in the prologue. After this night you will have a son (yours), but since you were declared an outcast and you lost your caste, then her child is also out of caste. You can ask Belen or Harrowmont (depending on who you chose as king) to accept your son into their family. Do this immediately after the coronation, otherwise the child will remain Out of Caste. But you can give it a name anyway.

Note: You will later meet Gorim in Shopping Quarter Denerim, where he sells weapons and armor. You will be able to sell him things at only half price (and not 4-6 times cheaper than cost). He will give you his father's last gift - the Shield of the Perfect Aedukan.


In this version of the prologue, you are the second child of King Endrin Educan of Orzammar. Your first mission as a new commander is scheduled for tomorrow - to conduct an operation against the Fiends of Darkness. To celebrate this event in a befitting manner, a feast is being held in your honor today, as well as fights in a kind of gladiatorial arena, which the dwarves exclusively reverence and call the Arena of Trials.

From Gorim - your right hand and a representative of the Warrior Caste - you can get a shield (it’s better not to refuse it, since even if you don’t use a shield, you can always sell it, and the money is this world- a big problem). He will also inform you that there is still time left before the feast, and you can either go see what is happening in the Arena, or run through the merchants who today, as an exception, were allowed to sell their goods in the Diamond District.

You can go through the rooms for now and inspect the shelves, chests and cabinets available to you for additional items and experience. In your brother Belen's room you can find his girlfriend Riku, although dialogue with her will not give you any particularly useful information.

At the merchants you can sell what you have collected from the rooms of the palace. The arms dealer will offer you a gift of a specially crafted dagger - depending on how good a hero you are playing, you can simply accept it or kill the poor fellow for daring to offer such a scion of the royal family.

Not far from the gates of the royal palace you will find two arguing dwarves - Brantin Vollny and the scientist Gertek. If you intervene in the conversation and ask what's going on, it turns out that Gertek discovered some details of the life of the famous ancestor Wollni, which his descendant did not like, and therefore he wishes that incriminating information did not appear in Gertek's next book. Depending on the personality of your PC, you can: side with Gertek solely for the sake of historical truth, demand a reward from him for your support, you can even order Gorim to kill Vollni. If you take Volny’s side, you can either recommend that he kill Gertek, or convince him to still leave the scientist alive.

You may meet a couple of ladies who Gorim will recommend to you as "noble hunters" - a term for girls from lower castes whose main task is to seduce men from the Noble Caste for the purpose of pregnancy and the birth of a son - since in this case they can petition to receive a higher status. If you play as a male character, you can invite them to your room for the evening, if not, you can promise to recommend them to your brothers. Your brothers Trian, the king's eldest son and heir to the throne, and Belen, your younger brother, are also currently in the Diamond District.

If you decide to visit the Arena, you will be escorted there by special security. In the Arena, you can simply watch the battle itself, or take direct part in it. If you decide to take part in the competition, you will have to fight four opponents one after another. For winning, you will be awarded a helmet, which you can give to one of your opponents if you wish.

Once you have completed all the activities in the Arena and Diamond District, go back to the palace and head to the throne room. There you will meet Gray Warden Duncan and Lord Dace, who will ask you to support him before the rest of the nobility in the matter of returning their former rights to those dwarves who once chose the surface as their place of residence. Lord Days has his own personal interest in this case - and not only the one that he will admit to you if you start questioning him. Lady Helmy, who is nearby, will tell you about the details of his personal interest. You can support Dace or not, you can talk to him after talking with Lady Helmy and either receive a decent bribe from him, or demand satisfaction for deception and as a result fight his son in the Arena. If you took a letter of credit from him, then go to the Diamond District and exchange it for money before you talk to your father - then you will no longer have this opportunity.

After speaking with your father King Endrin, you will be sent to find your brother Trian. You can find him either in his chambers (if you have already visited the Arena), or in the Arena if you have not visited it yet. After talking with Trian, Belen will share with you his suspicions that Trian sees you as a threat to his position as heir and is most likely plotting to kill you. Answer as you see fit - it will have little effect.

This conversation will complete this part of the prologue and take you the next day to an abandoned teig, where you will be given a special task: to find the lost relic of the Educan family - the shield of the Perfect Educan.

The abandoned tag is nothing particularly interesting. Here and there you and Gorim will be attacked by Fiends of Darkness, and on the way to the goal you will be joined by two more comrades - a warrior and a robber (who can be very useful if you are not a robber yourself - traps and closed chests are not uncommon in this area) . In one place you will meet a fairly large group of Fiends led by Alpha (Leader) Harlock - if you have problems, remember that you can always lure only part of the opponents to you using bows.

Having reached the Educan teig, you will find that someone has gotten ahead of you - a group of mercenaries have already dealt with the Fiends of Darkness and are now waiting for you to ask about the exact location of the Educan shield. Any conversation option will end in battle. Beware of traps and shots from a nearby ballista - if problems arise, it is better to retreat and lure the enemy towards you.

After finishing the battle, go inside the chamber. To get the shield, you need to solve a small riddle. If you examine the tiles on the floor, you will notice that some of them are slightly different from others - they are set deeper and you will hear a creak if you stand on them. There are three of these slabs in total, and all you need to do is place three of your comrades on them, after which you can use the ring given to you and open the sarcophagus.

At the exit from the chamber you will be ambushed by the Fiends of Darkness. After you deal with her, return to the agreed upon meeting place. You don’t have to run around there - if you load the ballista with bolts that are in one of the barrels, you can demolish the stone blockage and go almost straight to the meeting point.

Depending on whether you decided to deal with Trian in a conversation with Belen or do nothing for now, you can find either Trian himself with the guards, or his cold corpse. If Trian is alive, he will attack you and you will have to kill him.

In any case, immediately after this, your father, Belen and Lord Harramont will appear on the scene, and you will be accused of murdering your brother. Gorim will remain by your side until the end, but your other two companions will betray you, saying that you treacherously attacked Trian. After this, you will be taken to prison, and after some time Gorim will inform you about your fate - you will be sent alone to Deep Paths, so that you perish at the hands of the Fiends of Darkness. Gorim will also tell you that Duncan and several other Gray Wardens are on the Paths in this area - so you can try to make your way to them.

Once on the Paths, you will have to defeat several spiders, Fiends and other abominations (luckily for you, mostly walking alone). Duncan is located at the southernmost point of the map. Having seen you and listened to your story, Duncan will invite you to join the ranks of the Gray Wardens, and after that you will leave for Ostagar.

Before we begin to describe the passage of the game's storyline Dragon Age: Origins It’s worth noting right away that the introductory parts of the narrative will differ from each other depending on which character you choose to save the world. To avoid confusion from the very beginning of the story, your humble servant considers it necessary to describe all the plot options Dragon Age: Origins. So, briefly and in order.

Dwarf - Crown Prince

After chatting a little with the servant, immediately go to the celebration, where you will meet your father. From him you will receive instructions to find your brother Belen, who is in the Test Arena. He will tell you that your other brother is planning something evil. As soon as you both have time to return back to the banquet hall, you will immediately be kicked off to some godforsaken city. On the way to it, you will meet a small number of opponents, which you should easily cope with, especially since a group of allies will join you on the way. Having reached the city, deal with a small detachment of mercenaries and receive a trophy in the form of a signet from the finger of one of them. Having entered the house, place your companions on slabs that stand out from the general background. After this simple procedure, you will become the happy owner of a shield from the sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committing fratricide you will be sent to prison. Before you have time to get used to the official environment, you will be sent into exile so that you can join the Order of the Gray Guardians. Having scattered all your ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable

Here, first of all, go with your partner to the tavern, where you will need to beat out a batch of lyrium, allegedly stolen from the Charter, from a local merchant. Having taken the goods from him, go to your owner Berat, who will not appreciate such official zeal and will accuse you of theft. To earn the boss's forgiveness, you will have to go to a kind of gladiatorial fight, in which you need to poison one of the opponents of your group. True, you will also have to replace the fighter who dropped out due to drunkenness by wearing his armor. Then distract Mylar with conversation while your accomplice poisons his drink. After this, you will find several trivial battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing your friend, make your way through the corridors, at the end of which you will finish off your employer. Now, with a clear conscience, get out into the street and after an unpleasant meeting with the guards, meet Duncan, who will invite you to go with him to Ostagar.

Man - Magician

After a short briefing, you'll be right off the bat as you'll be thrown into a bit of combat straight away. Then you will meet a magician named Mouse, who will recommend communicating with two spirits. The first of these will be the spirit of honor. You will receive a staff from him, but not before defeating him in a duel. Then, having gone a little further and scattered another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can engage him in battle or try to guess his 3 riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Return back, where, with the help of the Mouse, deal with the pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with whom you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will learn that you need to see the chief magician Irving, whose chambers are on the second floor. Having reached the place, you will come across a group of people in the corridor, including Duncan. After talking a little, ask him to leave and continue your conversation with Jovan. After you promise him your help, you will need to go to the center of the hall, where one of the subdued will ask you to bring him permission from the authorities, in exchange for a fire rod. Direct your steps to the laboratory where one of the sorceresses lives. During the conversation, you find out that she is ready to provide you with paper in exchange for clearing the warehouse of spiders (the warehouse is located here). Having completed the task, take the document from her and exchange it for a fire rod. Now you, together with Jovan and his comrades, will have a walk into the dungeons of the tower. After wandering around the catacombs and fighting off a number of guards, you will reach a room with a wardrobe and a statue of a cat. Having moved the first one and using a fiery blow on the second, move further, where a small skirmish and the desired Jovan amulet await you. After getting to the surface and meeting old acquaintances, from whom Duncan will dissuade you, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan who has approached, you will go to your brother’s bedchamber. Having gone into the kitchen on the way and having dealt with a whole battalion of rats together with your faithful dog, meet your brother and talk with him, after which you go to bed with a calm soul. Having awakened and realized that you were attacked, bravely scatter the adversaries in the corners and talk with your mother, then go down to the main hall. Carry out a systematic clearing of the room there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with your dying father there, agree to join Duncan and go to Ostagar.

Elf – Urban

After the unpleasantly interrupted wedding, talk to Duncan and Valendrian. Having found out from them the reason for what happened, go to bring justice to the castle of Denerim. Entering through the servants' door, having previously chopped up all the guards, get hold of alcohol and poison (you will get fire water in the kitchen, and poison in the pantry). Use this potion to poison three more soldiers and move on to meet the kidnapper Vaughan. After killing him, escort the girls home and accept Duncan's invitation to join the Gray Guardians.

Elf – Dalish

When faced with a squad of people, deal with them together with your friend and go to the ruins. There, having reached the mirror room, you will meet an unfriendly creature, defeating which and approaching the mirror, you will wake up in your camp. After chatting with Duncan, first go to the elder's student, and then return to the ruins, destroying everyone in your path. In the mirror room, after talking with Duncan again, go back and tell the elder everything. Now you can safely go to Ostagar.

Elf – Mage

This plot fully corresponds to the story of the Man - Magician, so there is no point in repeating it again.

Ostagar

So, having reached Ostagar, the first thing I recommend is that you thoroughly look around and wander around the surrounding area. Having completed this task, go in search of Alistair - a new companion in your difficult endeavors. Having interrupted his intellectual dispute with the magician, accompany your new acquaintance to Duncan, from whom you will receive the task of collecting three flasks of demonic blood and getting old scrolls from the guards’ archives. Now, together with Alistair and two other party members, go to the swamps, where your squad will first be attacked by wolves, and then by those very demonic creatures whose blood you need to get. Having completed the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find it, give the plant to the owner of the kennel in Ostagar. The reward for this will be the fighting dog Mabari (it will become available at the end of this game segment). Having reached the ruins of an old tower located somewhere in the center of the swamp, your squad will encounter fierce resistance from all sorts of evil spirits. This is not surprising, because the sought-after scrolls should be stored in the chest, which stands in the middle of the ruins. But they are not there, since they have already been privatized by the family contract of the witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and going through the initiation ceremony, go to King Kaylan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on the tower, which has already been captured by enemies. Make your way upstairs, chopping enemies into fine vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, since on the last floor of the tower a hefty animal is waiting for you, responding to the nickname of an ogre. The advice for destroying it is quite simple - have plenty of healing potions with you and under no circumstances gather your squad together. If you do this, then in one attack the org will be able to inflict huge damage on all your comrades. Having dealt with the monster, light the torch, thereby completing the mission. Having woken up in Flemeth’s house and learned bad news from her, you have no choice but to go to the village of Lothering together with Alistair and Morrigan, who agreed to help your squad. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then along the way you will meet the Mabari dog fighting with several spawn of darkness. By helping the animal, you will find a loyal ally until the end of the game.

Lothering

Before you have time to enter the village, a bunch of extortionists will stand in the way of your squad, demanding money for passage. There is no need to stand on ceremony with them - take them all and chop them into cabbage. In the village, a bunch of side quests await you, but if you want to immediately move further along the storyline, then head to the inn. There you will have a small fight with Loghain's soldiers. If you show mercy to them, another character named Leliana will join your party. After this, heading towards the exit from Lothering, you will encounter a man named Stan locked in a cage. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency towards the prisoner. This can be done in different ways - from bribery to threats, but if Leliana has joined you, then Stan will be released automatically. As a whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two nosy gnomes who are fighting off the attacks of evil spirits. In return, you will have the opportunity to sell the junk accumulated during your adventures at a rest stop.

Then you are free to choose which regions to go to first. The order in which missions are completed does not play a fundamental role, but your humble servant went through the storyline of the game in the following sequence.

Mage Circle Tower

Once you reach the pier, persuade a man named Carroll to take you to the tower. Once you get there, you will learn from Gregor that things are going badly in the towers and if your squad enters there, the doors behind them will immediately close until peace and quiet and God’s grace sets in (keep this in mind in order to stock up on the necessary things in advance) . Immediately after entering the tower, you will be met by a squad of surviving magicians led by a person named Winn. Persuade her to join your ranks and together with her systematically make your way to the fourth floor of the tower. The first floor does not present any particular difficulties to pass, but on the second floor there are quite dangerous blood mages roaming around. In addition to them, you can meet the pacified Owain there and get a black grimoire, which Morrigan will like. On the third floor, among other things, beware of crazy templars and placed bear traps. But on the fourth, get ready to meet the demon of Idleness, who will send your hero into the darkness, and alone without the support of the team.

Dusk

Finding yourself alone, get ready for a fight with Duncan and his comrades. After defeating them, activate the Twilight Zone pedestal and talk to Niall. Now travel through the shadow portal to meet the rage demon. As a reward for winning, you will be given the ability to turn into a mouse. In this guise, we return back to Niall and click on the shadow pedestal. Five new directions will become available to you. First, go to the burning tower. Here you will be met by a lot of fiery creatures, so the freezing spell will come in handy. Go up to the second floor, where, among other things, destroy the fire demon and gain the ability to transform into a burning man. Now you are not afraid of fire. Go to the location called Invasion of the Darkspawn. Now that you can ignore the flames, you can easily reach the hall in which the brave templar fights all sorts of scum. Help him cope with them, and he will present you with a form of spirit as a sign of gratitude. Well, go to get the last form in a location called the fragmented circle. Move forward and systematically take out all the enemies you come across, feet first. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, you will have to kill. Congratulations, you have obtained the final golem form!

Now you can safely go to clean up the Twilight Zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you in the same location where you found your last form, with the help of which you can easily defeat him. The next candidate for corpses is Utkiel the Destroyer, who closely resembles an ogre, lives in the invasion of the creatures of darkness. Having scattered his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghostly door and fight a lady named Jovena, as well as her two suitors. Don't forget about the burning tower area! The demon Ragos is waiting for you there. In fact, this enemy is much inferior to your Burning Man form, so killing him won't take much effort. The last guard on the path to the demon of idleness will be a certain Vereville, who lives in the templar’s ​​nightmare. Now you can free your comrades, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they can join you in order to help defeat the demon of idleness. This will not be easy to do, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so don’t yawn and transform into the necessary forms.

Now it's time to play Dragon Age: Origins as a Dalish elf. After creating a character, you will immediately be faced with a moral and ethical choice: what to do with people who enter your territory. I think you'll often be faced with a choice like this throughout Dragon Age: Origins. Your friend will say that these are bandits. But the people themselves will claim that they are not bandits at all, and did not even know that the forest belongs to us. First find out what they are doing here. They learned about ruins in which, in their opinion, there might be treasure. Yeah, treasure. Very often, the passage of Dragon Age: Origins gives us something much more difficult than searching for treasure. But I wouldn't mind seeing these ruins. One of the people will give us a stone on which something is written in Elvish. True, people were not able to go deeper. There was a demon there, huge, with black eyes! Ha, people's prejudices, it will be easy for us to complete quests! But they will put a choice on us again - do you believe them? Will you let me go? I let them all go. Immediately your companion will pull you into the cave. Well, let's go there. The active passage of Dragon Age: Origins begins.

Move forward, fortunately there is only one way. After two turns you will meet a pair of opponents - wolves. If, throughout the game Dragon Age: Origins, wolves were the most powerful opponents, then life would seem easy and wonderful. But this is by no means true. Kill them, which won't be difficult. Soon you will come to the ruins themselves - along the way you should inspect every little thing that stands out - which means it’s time to save and go inside. Before you are more human ruins than elven ones. This is a twist in the passage of the game dragon age origins. Go forward to the first room and you will be attacked by giant spiders! Be careful! After they are dead, move forward to the T-junction. There will be a lot more of these crossroads in the passage of Dragon Age. Although this is more likely not a crossroads, but simply a branch. In any case, go north first, and then explore the southern part. However, if you are not playing as a thief, you can continue through the northern room. You see, in Dragon Age it is easier to complete quests as a thief. Just before entering the final room, you will see a vaguely familiar statue. No, you didn’t see him during the last playthrough of the game dragon age origins. This is a statue made by ancient elven craftsmen. As soon as you come close to the door, you will be attacked from behind by the living dead. After their death, the door will become accessible. It’s strange that you didn’t even need a key, which doesn’t happen very often during the passage of Dragon Age: Origins, because the quests here are very diverse

Go inside, where you will first encounter a more difficult enemy. After his death, search the chests and examine the Mirror. And there will be a good explosion. The gray guard will carry you out. This is how you will meet the Gray Guardians for the first time in this playthrough of dragon age origins. But your friend was nowhere to be found. Interesting situation. Ask to speak with the Guardian immediately and she will be brought to you. She will tell you that she has taken possession of us dark force, which almost sucked the life out of us. They will tell us that we need to start looking for Tamlen, your friend. I said I felt good. A companion is being forced on us, Merrill. Okay, let's do that, because in Dragon Age, completing quests sometimes means new unexpected allies. And don’t give up allies throughout Dragon Age: Origins. But, before setting off on the main task, I suggest you look around the area. When you're done, go to the mark on the map. Merrill will be waiting for you there, with whom you will go to the cave. You will be back on the starting map and will have to retrace your steps. But this time your opponents will not be animals, but creatures of darkness. After you destroy the first darkspawn, Merrill will say that we look pale, like we have a fever. Interesting hints. Will the passage of Dragon Age: Origins end and we will die from the disease? Don't think. Walking forward a little more, you will come across a parking lot that was not there before. And the forest was completely silent. Interesting... Go into the cave, simultaneously destroying a couple of groups of creatures of Darkness. Once inside, start cleaning everything there. Merrill will say that the ruins are definitely human in origin. But there are elven things everywhere. Move towards the mirror, you don’t need anything else here. And Duncan is already waiting for us near the Mirror. He will say that he is surprised that we were able to cut through the creatures of darkness. And he didn’t help us because he fought with the creatures himself. Duncan will tell you that the mirror was used for talking at a distance. But mirrors deteriorate over time, and filth penetrates them too. And Tamlen, touching the mirror, awakened this filth to life. And because of this we got sick. After this, Duncan will break the mirror. And he will also say that we can no longer help Tamlen. He's gone. Okay, agree to return to the camp in order to discuss our treatment there. Tell the Guardian that there is no news from Tamlen. After this, Duncan will want to talk to the Guardian one on one. Later we need to join them, but first, go to one of the elves and tell him about Tamlen. This elf will begin the funeral service. May our brother rest in peace. And he will also ask you to help him tell the story to the children. I agreed. It is precisely these small joys that make up the liveliness of the game. It’s worth speaking the first lines - and the story will flow as usual, and completing quests in Dragon Age will proceed easily.

After finishing the story, go to the Guardian. Duncan will say that his order needs help, and we need treatment. We'll be great Gray Guardian. So be it, agree. You will be taken away, one way or another. Either voluntarily or using the right of conscription. No more breaking down. Let it be so. The main walkthrough of dragon age begins!